Monday, June 1, 2015

Apple's 64-bit requirement combined with the newness of Unity's promising new IL2CPP technology (which you must use to meet Apple's 64-bit requirement) is costing us a serious amount of memory pain:

IL2CPP uses around 30-39MB more RAM for our 32-bit build. We've been struggling with memory on iOS for a while (as documented here). I honestly don't know where to find 30MB more RAM right now, which means our title on 512MB devices (like the iPhone 4s and iPad Mini) is now broken. Crap.

Some details:

Apple is requiring app updates to support 64-bit executables by June 1st. We've known and have been preparing to ship a 64-bit build of our first product for several months. The only way to create a 64-bit iOS build is to use Unity's new IL2CPP technology, which compiles C# code to C++:

3 comments:

Our primary focus points right now are memory usage reduction and app footprint reduction. For the memory usage reduction you seem to have a rather good case for us to optimize and test against. I know you already spoke with Lucas and Jonathan on twitter, but would also like to figure out a way to get permission for us to use your project for us to start using to profile and fix these issues against. Can you either ping me on @unitzeroone or mail me at {myfirstname} [at] unity3d {dot} com ?

About Me

Back in the day I worked for several years at Digital Illusions on things like the first shipping deferred shaded game ("Shrek" - 2001), software renderers, and game AI. Then, after working for Microsoft at Ensemble Studios for 5 years as engine lead on Halo Wars, I took a year off to create "crunch", an advanced DXTc texture compression library. I then worked 5 years at Valve, where I contributed to Portal 2, Dota 2, CS:GO, and the Linux versions of Valve's Source1 games. I was one of the original developers on the Steam Linux team, where I worked with a (somewhat enigmatic) multi-billionare on proving that OpenGL could still hold its own vs. Direct3D. I also started the vogl (Valve's OpenGL debugger) project from scratch, which I worked on for over a year. In my spare time I work on various open source lossless and texture compression projects: crunch, LZHAM, miniz, jpeg-compressor, and picojpeg.